1. 12 1月, 2012 1 次提交
  2. 10 1月, 2012 3 次提交
  3. 07 1月, 2012 1 次提交
  4. 06 1月, 2012 1 次提交
    • A
      Refactored shadow maps to store shadow parameters and data in SpotLight. · 49f14b8e
      alteredq 提交于
      This allows to have different shadow map parameters for different lights, also it's easier to access parameters for tweaking / debugging.
      
      Changes:
      
      renderer.shadowMapWidth    => spotLight.shadowMapWidth
      renderer.shadowMapHeight   => spotLight.shadowMapHeight
      
      renderer.shadowMapBias     => spotLight.shadowBias
      renderer.shadowMapDarkness => spotLight.shadowDarkness
      
      renderer.shadowCameraNear  => spotLight.shadowCameraNear
      renderer.shadowCameraFar   => spotLight.shadowCameraFar
      renderer.shadowCameraFov   => spotLight.shadowCameraFov
      
      Also added new uniform type "v2v" for array of Vector2 (to support per-light sizes of shadow maps).
      49f14b8e
  5. 04 1月, 2012 2 次提交
  6. 03 1月, 2012 1 次提交
    • A
      Refactored ShadowMapPlugin. · 68c4a6d6
      alteredq 提交于
      Shadows should be now done more correctly and also be a bit less fussy. Before RGBA encoded depth maps were getting messed up with blending (that's why everything was extremely sensitive to frustum size).
      
      All examples with shadows had to be re-tweaked (shadows now behave differently).
      68c4a6d6
  7. 02 1月, 2012 4 次提交
  8. 28 12月, 2011 1 次提交
  9. 27 12月, 2011 1 次提交
  10. 21 12月, 2011 4 次提交
  11. 17 12月, 2011 1 次提交
  12. 16 12月, 2011 1 次提交
  13. 11 12月, 2011 1 次提交
  14. 07 12月, 2011 2 次提交
    • A
      Added BufferGeometry for direct rendering from typed arrays. · 8ec6317e
      alteredq 提交于
      Work in progress. For the moment works just with CTMLoader. Still not sure where some pieces of code would go.
      
      Upsides:
      	- initialization time cut down significantly (1.8 seconds => 0.7 seconds for CTM example)
      	- much smaller GL buffers thanks to fully used indexing (Walt has 6x less vertices)
      	- consequently much smaller memory footprint all around, both for main and GPU memories,
      	  which means less swapping and better vertex caching
      
      Downsides:
      	- can't have anymore sharp per-face effects like flat shading (at least if mesh is not constructed in a way where each face has own vertices)
      	- can't have multiple materials per mesh
      	- no more easy manipulation of anything (for the moment actually no runtime manipulation at all, typed arrays are just thrown away, dynamic geometries code path not yet implemented)
      8ec6317e
    • K
      Adding support for glsl uniforms of type vec4[] · 27d99f8b
      Khang Duong 提交于
      27d99f8b
  15. 02 12月, 2011 1 次提交
  16. 22 11月, 2011 2 次提交
  17. 21 11月, 2011 1 次提交
    • A
      Changed lights to use global positions. · e207f5e8
      alteredq 提交于
      This should allow attaching of lights to objects. As a side effect, directional lights positions don't need to be normalized explicitly anymore.
      
      Also changed viewport dimensions passed to render plugins to work with render targets with different dimensions than the screen framebuffer.
      
      And fixed new dependencies in build script.
      e207f5e8
  18. 19 11月, 2011 5 次提交
  19. 18 11月, 2011 2 次提交
  20. 16 11月, 2011 1 次提交
    • A
      Fixed shadowmap update bug. · f61edd14
      alteredq 提交于
      Hope so. There is now just a single scene graph update per frame render (plus some extra one-shot updates if light cameras are auto-added to scene graph).
      f61edd14
  21. 14 11月, 2011 1 次提交
  22. 12 11月, 2011 1 次提交
  23. 04 11月, 2011 2 次提交